Removed the IPT_POKER_BET, replacing it with IPT_GAMBLE_BET.
Re-organised the order of input types in the source and the
documentation to better reflect how they're logically grouped or
organised on a mahjong or gambling control panel.
Made the blackjack, poker and slots documentation headings subheadings
under the gambling heading.
Cleaned up inputs for a number of gambling games.
* Docs: Overhaul the default keys list
* Second phase of documenting default inputs better, also change Score to Take Score in Mahjong inputs
* Phase two of default keys docs adjustment.
Components may have multiple bounds and/or color child elements with
state attributes, allowing for piecewise linear position/size/colour
animation.
Components may have a statemask attribute, allowing for things like
using external images to draw a multi-segment LED/VFD display without
requiring dozens of outputs for the individual lines or thousands of
images for all possible states. (Texture caching still never releases
anything, so MAME can still exceed the maximum number of textures, but
that’s a separate issue.)
Image components with alpha now blend over previously drawn components.
Layouts have been changed to use yes/no for inputraw to match what's
used for flipx/flipy. External layouts with 1/0 will still work, but
complay.py will complain.
Changed name of element to "collection" and initial visibility attribute
to "visible", and added them to documentation. Also added them to
complay.py.
Fixed issue with collection inside group, and improved initial view
selection behaviour.
Updated some internal layouts to demonstrate new features, including
et3400, irrmaze, ltcasino, mekd3/mekd4, seawolf and vgmplay.
Removed all uses of cpanel, marquee and overlay from internal layouts
and removed them from complay.py to actively discourage use. Also
cleaned up view names in layouts that were using them in place of
spaces, and removed some superfluous name attributes on elements that
won't do anything useful with an output value anyway.
Made vgmplay cycle visualiser modes when visualiser screen is clicked.
Fixed a copy/paste error in bus/rs232/hlemouse.cpp while I'm at it.
This isn’t supposed to be too prescriptive. The C++ stuff just codifies
some things we’ve managed to mostly agree on for public interfaces. The
stuff for titles/descriptions is also just codifying existing rules so
there’s something to point people towards. This will need to be refined
as we go forward.
* First completed pass of commandline parameters. (nw)
* Further refinements on commandline (nw)
* Get the audio latency numbers right and add PortAudio info.
* FreeSync/GSync information cleanup.
* Minor additions to G-Sync/FreeSync.
* Add tip for keyboardprovider, remove biospath, correct anchor positioning (nw)
* A few corrections per Vas (nw)
The last(?) two changes are:
- Add a template parameter to everything (theoretically the address
space width, in practice a level derived from it to keep as much
compatibility between widths as possible) so that the shift size
becomes a constant.
- Change the syntax of declaring and initializing the caches and
specifics so that they're embedded in the owner device. Solves
lifetime issues and also removes one indirection (looking up the base
dispatch pointer through the cache/specific pointer).
* Removed empty nl_examples from dist.mak
* Added copyright acknowledgements and full text of licenses to binary distribution
* Fixed up the list of third-party libraries
* Moved WDL fft.c to 3rdparty
* Update MAME docs revision to 0.216
* Add FAQ question about autofire with walkthrough of setup process.
* Add VSCode .gitignore for RST compilation temporary folder (/docs/source/_build)
* Add a caveat about autofire+normal fire mapping
* Add -lowlatency to the docs.
fundamental change to show device delegates are configured.
Device delegates are now aware of the current device during
configuration and will resolve string tags relative to it. This means
that device delegates need a device to be supplied on construction so
they can find the machine configuration object. There's a
one-dimensional array helper to make it easier to construct arrays of
device delegates with the same owner. (I didn't make an n-dimensional
one because I didn't hit a use case, but it would be a simple addition.)
There's no more bind_relative_to member - just call resolve() like you
would for a devcb. There's also no need to cast nullptr when creating a
late bind device delegate. The flip side is that for an overloaded or
non-capturing lambda you'll need to cast to the desired type.
There is one less conditional branch in the hot path for calls for
delegates bound to a function pointer of member function pointer. This
comes at the cost of one additional unconditional branch in the hot
path for calls to delegates bound to functoids (lambdas, functions that
don't take an object reference, other callable objects). This applies
to all delegates, not just device delegates.
Address spaces will now print an error message if a late bind error is
encountered while installing a handler. This will give the range and
address range, hopefully making it easier to guess which memory map is
faulty.
For the simple case of allowing a device_delegate member to be
configured, use a member like this:
template <typename... T> void set_foo(T &&...args) { m_foo_cb.set(std::forward<T>(args)...); }
For a case where different delegates need to be used depending on the
function signature, see src/emu/screen.h (the screen update function
setters).
Device delegates now take a target specification and function pointer.
The target may be:
* Target omitted, implying the current device being configured. This
can only be used during configuration. It will work as long as the
current device is not removed/replaced.
* A tag string relative to the current device being configured. This
can only be used during configuration. It will not be callable until
.resolve() is called. It will work as long as the current device is
not removed/replaced.
* A device finder (required_device/optional_device). The delegate will
late bind to the current target of the device finder. It will not
be callable until .resolve() is called. It will work properly if the
target device is replaced, as long as the device finder's base object
isn't removed/replaced.
* A reference to an object. It will be callable immediately. It will
work as long as the target object is not removed/replaced.
The target types and restrictions are pretty similar to what you already
have on object finders and devcb, so it shouldn't cause any surprises.
Note that dereferencing a device finder will changes the effect. To
illustrate this:
...
required_device<some_device> m_dev;
...
m_dev(*this, "dev")
...
// will late bind to "dev" relative to *this
// will work if "dev" hasn't been created yet or is replaced later
// won't work if *this is removed/replaced
// won't be callable until resolve() is called
cb1.set(m_dev, FUNC(some_device::w));
...
// will bind to current target of m_dev
// will not work if m_dev is not resolved
// will not work if "dev" is replaced later
// will be callable immediately
cb2.set(*m_dev, FUNC(some_device::w));
...
The order of the target and name has been reversed for functoids
(lambdas and other callable objects). This allows the NAME macro to
be used on lambdas and functoids. For example:
foo.set_something(NAME([this] (u8 data) { m_something = data; }));
I realise the diagnostic messages get ugly if you use NAME on a large
lambda. You can still give a literal name, you just have to place it
after the lambda rather than before. This is uglier, but it's
intentional. I'm trying to drive developers away from a certain style.
While it's nice that you can put half the driver code in the memory map,
it detracts from readability. It's hard to visualise the memory range
mappings if the memory map functions are punctuated by large lambdas.
There's also slightly higher overhead for calling a delegate bound to a
functoid.
If the code is prettier for trivial lambdas but uglier for non-trivial
lambdas in address maps, it will hopefully steer people away from
putting non-trivial lambdas in memory maps.
There were some devices that were converted from using plain delegates
without adding bind_relative_to calls. I fixed some of them (e.g.
LaserDisc) but I probably missed some. These will likely crash on
unresolved delegate calls.
There are some devices that reset delegates at configuration complete or
start time, preventing them from being set up during configuration (e.g.
src/devices/video/ppu2c0x.cpp and src/devices/machine/68307.cpp). This
goes against the design principles of how device delegates should be
used, but I didn't change them because I don't trust myself to find all
the places they're used.
I've definitely broken some stuff with this (I know about asterix), so
report issues and bear with me until I get it all fixed.
* New working software list additions
-----------------------------------
apple2_flop_orig: Gauntlet, Go (Hayden), Ghostbusters, Galactic Wars, Guderian [4am, Firehawke]
* Add details on compiling MAME documentation. (nw)
for Laserdisc overlays.
This is a change in behaviour, and it means that games like Golly!
Ghost! will need an explicit blend mode specified in the XML. I'm not
entirely happy with the situation, but a better, more general solution
than this would require some serious refactoring to MAME's renderer.
* There is no longer a concept of "layers" - there are only screens and elements.
* Elements are now instantiated with <element ref="...">
* Screens and elements can have explicit blending mode specified with blend="..."
* Default blending mode for screens is "add" and default for other elements is "alpha"
* Other supported modes are "none" and "multiply"
* This removes the options to enable/disable layers individually - use views instead
* Legacy layouts can still be loaded, and support won't be removed for at least a year
The current artwork model is over-stretched. It's based on a Space
Invaders cabinet model, and isn't applicable to a lot of the systems
MAME emulates now. The fact that MAME has to switch to an "alternate"
mode to deal with games like Golly! Ghost! without requiring pre-matted
bitmaps shows that the Space Invaders model wasn't even adequate for
general arcade use. It shows in that for a lot of the systems that
heavily depend on artwork, people just seem to randomly choose layers
for elements until they get something that works. Also, the fact that
MAME will switch to an alternate (Golly! Ghost!) mode depending on the
combination of elements is a trap for people learning to make artwork.
There are cases that the current approach of implying the blending mode
from the layer doesn't work with. Examples include LEDs behind
diffusers (requires additive blending for layout elements), and mutliple
stacked LCD panels (requires RGB multiplication for screens).
For configurability, it's now a lot easier to make multiple views using
groups. For example, if you want to make it possible to hide the
control panel section of your layout, you can put the control panel
elements in a group and create views with and without it.
I will gradually migrate the internal artwork to use the new approach.
I have an XSLT stylesheet that helps with this, but I'm not comfortable
adding it because it isn't a complete solution and it still requires
manul steps.
I wanted to get the re-worked pointer handling done sooner so I could
push them both at the same time, but unfortunately various things have
prevented me from progressing as quickly as I wanted to. Sorry guys,
that stuff's going to have to wait.
This cleans up spelling and other issues in the original text.
This work is still prototype and will probably require fine-tuning between Vas and myself.
This effectively reverts b380514764 and
c24473ddff, restoring the state at
598cd52272.
Before pushing, please check that what you're about to push is sane.
Check your local commit log and ensure there isn't anything out-of-place
before pushing to mainline. When things like this happen, it wastes
everyone's time. I really don't need this in a week when real work™ is
busting my balls and I'm behind where I want to be with preparing for
MAME release.
* Document cross-compilation options
* Use lowercase for some libraries that are lowercase in system32 on Windows anyway
* Make USE_BUNDLED_LIB_SDL2=0 not use the bundled SDL